Magica Cloth 2¶
Magica Cloth 2 is officially supported on avatars. Set it up in your own project exactly as its own documentation describes, upload, and it runs in Social Scape — with limits applied to the parts that cost other players frame rate.
You supply your own copy
Magica Cloth 2 is a third-party paid asset and is not included in the Social Scape SDK. Buy and import your own licensed copy into your avatar project. The SDK works with or without it installed — nothing breaks if you don't own it, and no feature is hidden behind it.
The game client already ships it, so players don't need to own anything for your avatar to work.
What's supported¶
- MeshCloth, BoneCloth and BoneSpring cloth types.
- Magica Sphere / Capsule / Plane colliders.
- Magica Wind Zones.
- Its own painting, reduction, and constraint settings.
Set it all up on your avatar before uploading. The SDK does not need you to configure anything extra — Magica Cloth components come through the upload intact.
Limits¶
Cloth simulation is the most expensive thing an avatar can do to other people's frame rate, so a handful of caps apply. They're deliberately generous — most avatars will never touch them — and anything over a cap is trimmed on upload with a message, never a silent failure.
| Limit | Value | Why this one |
|---|---|---|
| Magica Cloth components | 8 | Each is an independent simulation with its own solver cost. |
| Magica colliders | 16 | Counted across the whole avatar. |
| Colliders referenced per cloth | 8 | The one that matters most: every referenced collider is tested against every particle of that cloth, every step. Two cloths sharing four colliders is far cheaper than one cloth referencing sixteen. |
| Cloths using self-collision | 2 | By a wide margin the most expensive single setting. Over the cap it's switched off on the extras — the cloth still simulates, it just stops testing against itself. |
If you're near a limit, the cheapest thing you can do is almost always reduce the collider list on each cloth rather than removing cloths.
It counts toward your performance rank¶
Magica Cloth feeds the avatar's performance rank alongside triangles, materials and everything else — and it's ranked on what it costs, not on how many components you added:
- Self-collision on any cloth drops you out of Excellent on its own. More than one drops you to Poor. It is the single most expensive setting on an avatar.
- Collider references are budgeted at 8 per cloth across the avatar. This is the number that predicts frame cost, so three cloths sharing four colliders genuinely ranks better than one cloth referencing sixteen.
- Component and collider counts contribute in the normal way.
The SDK's upload report shows all four rows — but only if your avatar actually uses Magica Cloth, so creators who don't own it never see them. Each row tells you the cheapest way to get back under.
Reduction is your friend
Magica Cloth's own Reduction settings control how many particles your cloth actually simulates. Raising them costs you very little visually and saves everyone who can see you a great deal — it's the single best lever you have, and it's entirely under your control before upload.
Players can turn it off¶
Cloth simulation has its own switch in every player's Trust & Safety settings, listed as Cloth Simulation, separate from Avatar Dynamics.
That separation is deliberate: cloth is much more expensive than Social Bones, so a player on a busy instance may keep bone physics on for everyone while limiting cloth to people they trust. When it's off for a viewer, your cloth simply stops simulating on their machine only — the garment stays visible in its rest shape, and nothing about your avatar is broken. Everyone else still sees it move.
Design for this: an outfit that only reads correctly while simulating will look wrong to those players. Make sure your rest pose is a pose you're happy with.
Magica Cloth or Social Bones?¶
Both are supported, and you can use both on the same avatar.
| Use | Why |
|---|---|
| Social Bones | Hair, tails, ears, jiggle, accessories — anything driven by a bone chain. Built into the SDK, cheaper, grabbable and poseable by other players, can drive animator parameters, and can't be switched off by the separate cloth toggle. |
| Magica Cloth 2 | Skirts, capes, long dresses, drapery — anything that needs real cloth behaviour, especially mesh-level simulation and self-collision, which Social Bones does not do. |
A common, well-behaved setup is Social Bones for hair and ears, Magica Cloth for a skirt or cape.
Don't simulate the same bones twice
Never drive the same bone chain with both a Social Bone and Magica Cloth BoneCloth. They will fight for the same transforms every frame and the result is jitter that looks like a bug in both. Pick one per chain.
Checklist before uploading¶
- Cloth references only the colliders it genuinely needs (this is the big one).
- Self-collision on at most a couple of garments, and only where you can actually see the difference.
- Reduction turned up as far as still looks right.
- No bone chain driven by both Magica Cloth and a Social Bone.
- The rest pose looks acceptable, for viewers who have cloth switched off.